Thanks Goms. I always like to have a look at your work, you have some interesting ways of doing things. I made something similar for 'equalising' displacment below a certain height before, but your method is a lot more elegant. Could I ask what is the logic within your basic landscape group, ie what's the advantage of masking your huge and smaller structures with the same initial noise PF with the colour adjuster?

In this case i wanted to have mountains with "higher" slopes but also some plain areas and of course a smooth beach.The idea behind the blending is to control the roughness of the different areas. If you use the same noise seed as blendshader, you will have the rough mountains and smooth plains.Also you get an "overall slope" thats not linear but kind of a square function.Some Images to explain:

This is what the first fractal would look like w/o blending:

And this with blending it with the same noise:

The same is for the smaller fractal. without blending:

And with:

You get decent slopes and roughness in the plain areas while having nice rough mountains.I think you can get the same think with a few distribution shaders, but imho this is easier.Also you can control offset, roughness of the initial noise etc to get very different results.

Goms, thanks for inadvertently opening my eyes- revealing your techniques for a beautiful balance between mountain and plains. Ill probably lose my job now, because I will be so tired every day from working in with TG all night, every night!

In all seriousness, thanks so much- this is something I have been trying to work out for some time! Im going to go dig through your TGC now

Mescadia basic (procedural) terrain (minus the cylindrical projected Image Map Displacement).Basically two PF displacements merged, and then an S&O shader applied.I've left the surface shaders and water in the tgd so it's a terrain file +.